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Unity 2021 Cookbook

Unity 2021 Cookbook

By : Matt Smith, Shaun Ferns
5 (10)
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Unity 2021 Cookbook

Unity 2021 Cookbook

5 (10)
By: Matt Smith, Shaun Ferns

Overview of this book

If you are a Unity developer looking to explore the newest features of Unity 2021 and recipes for advanced challenges, then this fourth edition of Unity Cookbook is here to help you. With this cookbook, you’ll work through a wide variety of recipes that will help you use the essential features of the Unity game engine to their fullest potential. You familiarize yourself with shaders and Shader Graph before exploring animation features to enhance your skills in building games. As you progress, you will gain insights into Unity's latest editor, which will help you in laying out scenes, tweaking existing apps, and building custom tools for augmented reality and virtual reality (AR/VR) experiences. The book will also guide you through many Unity C# gameplay scripting techniques, teaching you how to communicate with database-driven websites and process XML and JSON data files. By the end of this Unity book, you will have gained a comprehensive understanding of Unity game development and built your development skills. The easy-to-follow recipes will earn a permanent place on your bookshelf for reference and help you build better games that stay true to your vision.
Table of Contents (15 chapters)
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2
Responding to User Events for Interactive UIs
3
Inventory and Advanced UIs
6
2D Animation and Physics
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13
Advanced Topics - Gizmos, Automated Testing, and More
15
Virtual and Augmented Reality (VR/AR)

How it works...

By having a set of platform sprites that are all a regular size (128 x 128), it is straightforward to create a Tile Palette from those sprites, and then to add a Grid and Tilemap to the scene, allowing the Tile Palette brush to paint tiles into the scene. By doing this, we added platforms to this scene that are all well-aligned with each other, both horizontally and vertically.

You had to set the Sprite pixels per unit to 128, matching the size of these sprites, so that each Tile maps to a 1 x 1 Unity Grid unit. If we were to use different size sprites (say, 256 x 256), then the pixels per unit must be set to that size, again to achieve a 1 x 1 Unity Grid.

You added a Tilemap Collider 2D to the Tilemap GameObject so that characters (such as the potatoman) can interact with the platforms. Without a Collider 2D, these tiles would have seemed just part of the background graphics. By adding a Layer Ground and setting the Tilemap GameObject to this Layer...

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